D&D 5E Take Out Hit Points and Replace It With... (wild ideas thread)


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Take out hitpoints and let the players decide and describe how their PCs are doing (full health, mostly fine, bloodied, on last legs, unconscious, dead).

Saves a lot of dice rolling too, which (imho) is a pity. Personally, I really enjoy the damage dice rolls, and that alone is a reason to keep the HP systems as it is... but that is not the topic of this thread, so don't let me derail it! :censored:
 


UngainlyTitan

Legend
Supporter
I'm going to take a lot of flak for this but.... Vodka shots. Combat becomes much less desirable the second time you wake up with a hangover after game session. Just saying.
Once upon a time I was in a Boardgames club and the game Kremlin was very popular. The object of the game was to get a politburo member to wave from the Kremlin Wall 3 time at the May Day Parade. Some one decided to make a drinking game of it once. The game went through 3 bottles of vodka, and a bottle of brandy before ending when one of the players got sick all over the floor.
Let us say, that vodka shots can create perverse incentives.
 

Actually no hit points? Maybe do something like wounds in Warhammer:

1. you roll to hit vs an AC, but it's not actually armor--based. More like touch AC although weapons and shields apply.

2. You roll to Wound - a bonus based on the weapon (and other things that would affect damage) vs a DC set by how 'tough' the target is (mostly affected by Con and other stuff that affects hp)

3. The target of the attack, if wounded, gets an Armor Save - which is a saving throw but it's based on your armor rather than your ability scores. DC comes form how well the attackers weapons penetrate armor.

Once you fail an armor save, you're down. Not necessarily dead, but unable to act meaningfully until you get healed.
 

UngainlyTitan

Legend
Supporter
Actually no hit points? Maybe do something like wounds in Warhammer:

1. you roll to hit vs an AC, but it's not actually armor--based. More like touch AC although weapons and shields apply.

2. You roll to Wound - a bonus based on the weapon (and other things that would affect damage) vs a DC set by how 'tough' the target is (mostly affected by Con and other stuff that affects hp)

3. The target of the attack, if wounded, gets an Armor Save - which is a saving throw but it's based on your armor rather than your ability scores. DC comes form how well the attackers weapons penetrate armor.

Once you fail an armor save, you're down. Not necessarily dead, but unable to act meaningfully until you get healed.
That can be fun, I have played Warhammer and it is brutal. Combat is fine until you die.
 

Jacob Lewis

Ye Olde GM
Take out hit points and replace it with... limbs!
 

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Here's one wild idea:

Instead of Hit Points, all combatants have a Damage Threshold. If you successfully hit with an attack or spell, you roll damage as normal. If you roll the Damage Threshold or above, or the maximum number on the die, you damage your enemy.
You're basically describing Savage Worlds. It's another game that's been around for quite awhile and is perfect for those who want a more rules-light cinematic game. It might be that D&D 5e just isn't the game for some and there's no shame in that.
 


NotAYakk

Legend
Replace it with ... hit dice.

When someone hits you, you roll your hit dice to oppose their damage, risk-style.

Any dice that roll under the attacking dice are lost. If you want to be brutal, you then have to keep rolling any hit dice you have remaining until you beat each of the damage dice (you accumulate the HD rolls). (not just match, beat).

So if you are hit by a greatsword (2d6), they roll a 1 and a 7.

You have 3d12 HD. You get to roll 2 of them (no more than attacking dice) and get a pair of 4s. One beats the 1, the other loses to the 7.

In the brutal version, you have to keep rolling d12s until the 4 accumulates to more than 7, losing a HD every time the sum is under.

If you get hit by a fire ball for 8d6:
5,1,3,5,4,5,1,2
sorted:
5,5,5,4,3,2,1,1

you roll your 3d12:
2,12,7
sorted:
12,7,2

Your 12 and 7 beat their 5, 5, but the 2 loses to the next 5.
They have:
4,3,3,2,1,1
left. You roll your 2d12:
8,5
two wins!
3,2,1,1 left:
11,9
ok looking good, just two 1s:
1,1
oh no, you rolled badly:
1,1
you dead.

(Note: I used an online die roller for this. The double 1s on 2d12 happened!)

A side effect of this is that larger HD are more different than "bigger pool of HP", because a when you roll a HD and it exceeds the damage die, you keep it. So 2d6 HD might have the same or better average than 1d12, but will be more subject to attrition.
 

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